Mixed reality implementation boundaries

Meta Passthrough Stack

Meta Passthrough Stack is a public source map for a specific mixed-reality problem: what a Quest app can render, sense, and process when it uses passthrough. The project separates compositor passthrough, app-visible camera frames, environment depth, scene understanding, patents, and local implementation notes so design claims do not outrun the APIs.

Direction

What the stack separates

Passthrough is not one thing. A compositor passthrough layer can make the real room visible behind virtual content without giving the app raw camera pixels. The Passthrough Camera API is a different surface: it exposes forward-facing RGB camera frames for computer-vision and machine-learning use cases under device, OS, permission, and policy constraints. Environment depth is separate again, and is mainly useful for occlusion, raycasting, and grounding virtual content in the room.

That separation matters for implementation and for public claims. The local notes use Meta and Khronos documentation, sample projects, view-synthesis papers, and patents as a source map. Patents and research systems are treated as design signals, not as evidence that a shipped headset exposes a hidden capability.

The practical thread is Rust and Unity experimentation around what can be built with the exposed stack. The public page keeps that at the level of documentation and source anchors; private implementation notes stay in the working repos.

Current work

  • OpenXR and compositor-layer passthrough semantics
  • Passthrough Camera API access, permissions, samples, and privacy boundaries
  • Depth API, occlusion, raycasting, and scene-understanding separation
  • Passthrough+, neural view synthesis, and patent lineage as design context
  • Implementation notes for mixed-reality prototypes without overclaiming API access

Connected projects

Boundary

Why the distinction matters

Mixed-reality writing often collapses passthrough visibility into camera access. This project keeps those apart. Seeing the room through a headset, compositing virtual content over it, receiving camera frames, receiving depth, and inferring scene structure are related but different affordances.

The public usefulness of the archive is therefore corrective: it blocks vague claims before they turn into design assumptions. It also gives experimental work a cleaner checklist for what must be tested on-device rather than inferred from marketing language, patents, or old forum answers.

Public focus

  • Compositor passthrough separated from raw camera access
  • Depth and scene APIs treated as distinct sensing layers
  • Official docs preferred over rumor, demos, and patent extrapolation
  • Private prototype details kept out of the public source map

References

Current references

These are the public anchors currently defining the Meta Passthrough Stack page. Official API documentation defines the developer surface; papers and patents provide design context only.

Developer surface

View-synthesis and patent context